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Decrease Needed Time to Change ONLY Augments in Battles


Devoid
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I can understand the concept behind not allowing players to change their entire combination from, say, Firebird and Wasp to Mammoth and Shaft and then to Viking and Thunder in the same battle, but I think with the large number of augments for both turrets and hulls, players should at least be allowed to switch augments, at least on their turret. For example, allowing someone to go from Firebird and Wasp to Mammoth and Shaft, but after making the switch, being able to go from, say, Armor Piercing Sight to Rapid Fire Mode on Shaft after a shortened duration of time than the amount of time it takes to switch the entire combination.

I've had more than one occurrence where I felt my turret's range was inadequate for the map and/or mode and switched to something else, just to struggle just as much because I went from one extreme to another (for example: Firebird to Shaft) instead of a happy medium that would likely be the most effective.

 

Pertaining to hull augments, I personally think being able to switch these too often could lead to problems, so maybe hull augments can still follow the current change times and ONLY turret augments have reduced switching times.

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Under review    Valid

One of my biggest problems in MM is that sometimes I simply forget to check which augment I have equipped when I change my turret, and I end up playing with the wrong augment for the whole match. Anyhow, I like the idea.

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Agreed, the Idea  pretty favors the current issue we all face at some point in the game, in going to the garage for a quick change to tackle your enemy, sometimes the different selection of augments is missed. 

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 i strongly agree, 
since when navigating the garage to change your equipment, the augment selection is in a different page. Hence there is that time delay we all face. 

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was gonna suggest something similar. Big problem is i play paekour a lot and my augmwnts arent always best for combat. And then i forget to chsgne back to killer augments, and now im stuck with a useless augment.

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Changing augments is almost likely changing the turret, Scout is closer to Thunder than LCR.  Also status augments are almostly the same, all of you want is to apply the status whether it was from railgun or ricochet.   The long changing time is the problem, and developers haven't explained yet why they did that!  One of the big problems that happened to me but will not happen with buyers is that once in a battle I was playing with Hornet - Rico, changed then to Freeze,  after a while I noticed that there's an emp player so I have to switch to Hunter (because I have emp immunity), but the problem is hunter isn't compatible with Freeze.  But for buyers, they could just easily change augments.

Disagree with the idea

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9 hours ago, Incorp said:

was gonna suggest something similar. Big problem is i play paekour a lot and my augmwnts arent always best for combat. And then i forget to chsgne back to killer augments, and now im stuck with a useless augment.

The number of times I've equipped Wasp just to realize I had Lightweight Construction from parkouring, and got so fed up with my mistake that I left the battle ?

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9 hours ago, firety31 said:

The long changing time is the problem, and developers haven't explained yet why they did that!

They did it because back when the equipment change time was around 2 minutes, you'd have all the 9999 GS players on both teams switching endlessly to evade the opposing team's hull immunity augments and/or maxed protection modules against the turret they were using.

For example, back in the day when Electromagnetic Salvo was really the only EMP augment in the game, I'd switch in between that and something like Firebird or Freeze that had its own, completely different status effect redundantly, to have times where I'd have a solid 30 seconds or so without anyone having a protection module and/or augment protecting against me to maximize my score in battles.

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My biggest issues is switching hulls in game, not thinking about the hull alteration at the same time, and ending up with a useless hull alteration.   Personally I'd like more flexibility on that end.  e.g. if you switch hulls then the same hull augment as before is enabled by default (or none if you don't have it) and you don't have a cooldown to change the hull augment one time.

On a similar note, is it true that mobile users can change their protection modules whenever they want and are not limited by garage cooldowns?  If so, that is a tremendous advantage.

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14 minutes ago, DaringDeer said:

On a similar note, is it true that mobile users can change their protection modules whenever they want and are not limited by garage cooldowns?  If so, that is a tremendous advantage.

Indeed

?

15 minutes ago, DaringDeer said:

My biggest issues is switching hulls in game, not thinking about the hull alteration at the same time, and ending up with a useless hull alteration.   Personally I'd like more flexibility on that end.  e.g. if you switch hulls then the same hull augment as before is enabled by default (or none if you don't have it) and you don't have a cooldown to change the hull augment one time.

Honestly i'm not sure about that. It could be abused so that you change hull with an augment against a specified status augment, then he changes to an other one and then you could change again. Though i don't want nothing as much i  the game than nerfing these augments, i don't think this'd be the right way, as it's too indirect.

Maybe if hull augments are highlighted after you change the hull visually, would solve the issue of forgetting to use it with the right hull augment.

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1 hour ago, Devoid said:

They did it because back when the equipment change time was around 2 minutes, you'd have all the 9999 GS players on both teams switching endlessly to evade the opposing team's hull immunity augments and/or maxed protection modules against the turret they were using.

Umm, I think, obviously, there's a MIDDLE.

I haven't said 2 minutes, but 7 minutes cooldown is reasonable.

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On 6/5/2022 at 5:25 PM, Devoid said:

I can understand the concept behind not allowing players to change their entire combination from, say, Firebird and Wasp to Mammoth and Shaft and then to Viking and Thunder in the same battle, but I think with the large number of augments for both turrets and hulls, players should at least be allowed to switch augments, at least on their turret. For example, allowing someone to go from Firebird and Wasp to Mammoth and Shaft, but after making the switch, being able to go from, say, Armor Piercing Sight to Rapid Fire Mode on Shaft after a shortened duration of time than the amount of time it takes to switch the entire combination.

I've had more than one occurrence where I felt my turret's range was inadequate for the map and/or mode and switched to something else, just to struggle just as much because I went from one extreme to another (for example: Firebird to Shaft) instead of a happy medium that would likely be the most effective.

 

Pertaining to hull augments, I personally think being able to switch these too often could lead to problems, so maybe hull augments can still follow the current change times and ONLY turret augments have reduced switching times.

Because we want players continually switching from emp freeze to ap freeze / emp gauss to ap gauss and back and forth so often, yes, but no thanks

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On 6/9/2022 at 1:47 AM, Devoid said:

The number of times I've equipped Wasp just to realize I had Lightweight Construction from parkouring, and got so fed up with my mistake that I left the battle ?

Ikr!!!!! It's so annoying.  I had to leave a battle where i couldve dominated if i had the right augment. 

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